"Ahan, I gotta ask; are you going back to Osirion after this? I'm askin' to see you as safe as I can make you, and I had the feeling this was going to be more difficult than just sayin' 'Hey, head on back! Everything's all cool!' The palace is well-guarded, and the Prince has specifically asked for you back. The current Sapphire Sage does WONDERS with magic stuff."

"Just ask the other Sarenites. We Pathfinders have been looking out for your safety since we arrived. Please, go back to the Prince."

Diplo:1d20 + 7 ⇒ (17) + 7 = 24

I am fishing for "Aid Another"s from the original (or any) Sarenites, as well as any Pathfinders who want to see this man safe.

Charito, my dear, no one will harm you! Everyone can see that you are not a shape-shifting blob-thing. Thank you for the information. We will pay a visit to the so-called nobleman and avenge the pain he has caused you.

Ander walks over and picks up the scimitar, feeling its heft, before shrugging and setting it back down. I agree with the Oracle, we should go, perhaps even rest before going to see this Dalsine fellow. Do any of you Saranites know what may have become of the parcels the Venture-Captain wanted delivered. Does Dalsine have them or the milita?Anybody want the scimitar, if not, should we offer to one of the Saranites?

What of this scimitar? I am happy to hold it, unless someone else needs it.

If anyone can use it, it makes sense to take it for the rest of the mission - not sure how much gp we'll each get out of it at the end of the scenario (b/c I'm too busy/lazy to look), but it should be something.

Less metagamer rationale: Harboth seems to like this pretty blade, but it looks as though he'd be willing to give it up if asked.

The Oracles magic and Ernests wand soon have Urthain back on his feet.

9 Eyes Dragon wrote:

Do you have a map of these catacombs? We must find refuge elsewhere; it is no longer safe here. Gather your necessities and inform your ilk that it is time for all of us to leave.

9 Eyes finds that there is no map and that the Sarenites are already packing so he and presumably Harboth start searching and riffling through the room. He is pretty though but its gonna take some time.

Are you ransacking the Dawnflowers personal stuff or just looking through Akkurets stuff and the general temple?

Uh, did 9 Eyes Dragon find anything yet? On Akkuret? Around the tombs? In the temple?

9 Eyes turns up just food supplies until he finds a sealed bag of about 500 gold. The Sarenites say that they had this as seed money to grow their small and secret church but as they are departing the money has no purpose and makes a gift of it in gratitude.

The Sarenites also offer you a few more gifts in gratitude. This includes about 25 gold in assorted small things, a potion of lesser restoration and an illuminated Kelish manuscript of key passages from Sarenrae’s most holy text, The Birth of Light and Truth, worth 150 gp.

"Nobles? Why are we fighting nobles?!? This isn't what being a Pathfinder is all about? It's about exploring! Dungeons! Ghoul Fever! Those things! Not intrigue and running from the guard!" Ernest adds in a soft, squeaky voice to himself.

Ur is visibly relieved as Zantir comes over to comfort Charito. "Yes we need to go then, thank you for that information." he then moves away and prepares himself for the next trip through the tunnels. Checking his gear and shouldering his pack.

Hiram laughs at the wizard's self-talk. "Funny, I always thought being a Pathfinder meant doin' whatever devilish mission the VC sent you on. As for the city guard, let's do our best to avoid them instead of fighting them, eh?"

Ernest turns to Hiram. "I meant the good missions! Don't you keep up with the Chronicles? I mean, I've got an Season 53, Issue #642, Variant Cover #4 waiting back at home. That's the one with a mummy, fighting an Drex on the cover!" Ernest clenches his hand in front of his face in unneeded anticipation. "He's so mysterious! And it's supposedly took place right in Sothis!" He returns his hands back to his sides, still quite excited from the thought of reading this Chronicle. "THAT'S what being a Pathfinder is about!"

Following the ex maids directions you are able to navigate to the Dalsine estate after you exit the tunnels.

Dalsine Manor is a modern, two-story structure set back from the main road and surrounded by a twelve-foot brick wall. Its main gate is shut and guarded, but through it can be seen a well-kept garden surrounding the house. A carriage covered in gold filigree and inset with gems stands parked inside the gate, while another, constructed of modest wood with drawn shades, waits just outside the gate.

A mob of armed men, guards of some sort by the looks of them, argue with guards within the gate, demanding entry for their Lord Pasha Muhlia Al-Jakri.

No need for a roll... you figure by going down the ways some and around the corner you could remain out of line of sight of the distracted guards... it may require a stealth check once in. You figure if you proceed to the back of the estate before climbing? You'd not be seen at all by the gate guards

The wall is 12 feet tall and would be difficult to climb given it is very smooth stone and doesn't allow for handholds

Ur nods to the carriage "What a ridiculous waste of gold." he whispers before following Anders, looking for a way over the wall. Once in a position to avoid detection he says in a low voice "Here, I have a rope and hook." he says taking said items out and prepares them. Tying the rope to the grappling hook "What do you think, to noisy?" He asks Anders.

Hiram studies the distraction at the gate carefully. "Do you believe all of us should attempt to enter through the same point? Or would it be prudent to divide ourselves? I believe I could hide upon the top of that wooden carriage and ride it inside. But I'll defer to the wisdom of the climbers, if you can make this wall a bit less slippery to scale."

I would prefer the front door, but it seems I am out voted. Rather than all of us uselessly throwing ourselves at the wall, one who is skilled in climbing should get up and secure a rope for the rest of us.

I would prefer the front door, but it seems I am out voted. Rather than all of us uselessly throwing ourselves at the wall, one who is skilled in climbing should get up and secure a rope for the rest of us.

Makes sense enough to me. I have a hook and hempen rope as well, and am pretty quiet when I need to be, so I'm happy to go up first.

The half-orc's limbs, roughly the shape of young sycamore trunks, look up to the task.

Maybe once we are in we can look for a gate? I would hate to ask Zantir to leave a perfectly good warhorse out here.

Harboth make me 3 climb checks... if the margin of failure is 10 or more I'll rule you got close to the top only to have the hook slip free or you taking a fall off - once up, and the rope secure, I'll not require rolls from everyone else. The other two checks are just in case you fail the first one without me needing to wait on another roll

Harboths first attempt is a good one but... his fingers slip on the wall at the same time the hook comes free of whatever shrubbery that was holding it in place... he comes down a little clumsily but none the worse for wear.

His second attempt sees him scale the wall in good form. He carefully lets himself drop off the other side, again, taking no real damage other than being winded and a bit sore in the legs as he falls to reduce any chance of injury. He wastes no time in securing the rope and soon the rest of you are over.

You stand in gardened area, a well tended grove of shrubs and trees.

Perhaps a few hundred feet away, through the garden you can see the manor house.

I keep having to fight the urge to treat 9 Eyes like a blood hound or a shark that can detect blood in the water

Quote:

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.